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Offense is usually your best defense, anyway. To defend you have to match both height and width, while if you attack then winning on width is enough to let you go first and knock down the guy's set by one die, which is enough to wreck the set most of the time. If you did sort of automatic multi-action parry/defense for everyone, then you need to specify what you're rolling; if people just roll body+fight (or coord+weapon) and can make gobble dice from that with no penalty, then it pretty much removes the use of the parry/dodge skill. Maybe put it into a martial path. It'd probably make a decent 3-point ability, something like: "When fighting with [insert preferred weapon here], you may use coord+weapon in place of body+parry whenever you attempt to both parry and attack in a single round; both the parry and attack must be directed at the same person. If you roll only a single set you must use it as an attack." Or if you wanted to skip the -1d penalty as well, make it a 4-point ability. That'd keep the parry skill useful (since you might want to go completely defensive, or parry from a different target than you're attacking) but still let you combine attack and defense.
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# ? Jul 14, 2011 22:00 |
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# ? Jun 8, 2024 08:37 |
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If I buy Spells to get a Dindavaran Death Forging spell that has variable intensity, do I have to buy it at each Intensity, or if I buy it at 3 can I then cast Intensity 1-3?
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# ? Jul 16, 2011 20:33 |
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Fenarisk posted:Dear Greg Stolze please make a game system as good as ORE but with d6's so as tackle the barrier for new players to the market (ie - not normal people dice) thanks in advance A Dirty World is the most atypical of all ORE games so don't bring ADW expectations into the other games. The Declare, roll, resolve mechanic makes combat in ORE games very strategic. You can fudge things a bit and let players say "I attack and dodge any attacks that might be directed at me" but in my experience, it makes combat much more interesting. Players have to think about their actions and gives combat a more unpredictable, chaotic feel than the standard "I hit you hit" rpg paradigm
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# ? Jul 16, 2011 23:22 |
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I'm running a freakish abomination of GURPS and Reign, if anybody's interested. It would be good to get some people who are more familiar with the Reign company rules then me.
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# ? Jul 17, 2011 03:09 |
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Mors Rattus posted:If I buy Spells to get a Dindavaran Death Forging spell that has variable intensity, do I have to buy it at each Intensity, or if I buy it at 3 can I then cast Intensity 1-3? You buy spells at the highest Intensity you want to be able to cast it at.
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# ? Jul 17, 2011 03:13 |
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Awesome. Sadly, I have zero interest in playing GURPS; the system and I do not really get along. (I am working on seeing if I can hack In Nomine into working with the Reign system, but that's mostly hobbyist bullshit because I doubt I'd ever run it anyway. I just want In Nomine to not use GURPS or In Nomine systems.)
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# ? Jul 17, 2011 03:43 |
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The fancy magic powers of In Nomine are probably better represented as powers from Wild Talents. But I'm not sure you'd need rules for distinct speed and effectiveness, or wound locations, etc., for a game of fancy magic Angels and Demons. I've never played In Nomine, that that seems like it might be a bit too gritty? Might I interest you in Nobilis? It's even less like GURPS than ORE is!
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# ? Jul 17, 2011 20:11 |
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Could be; one of the huge issues of In Nomine is immense balance problems. One starting PC might get the special power to...have the body of a dog. Another might get the special power to look at you and know exactly how much money you've spent and on what. And a third might get the power to teleport through power lines. All of these are free starting character powers. It's not well-balanced. I've looked at Nobilis, but while I am practiced at interpreting Jenna Moran's writings in Exalted and In Nomine, I am afraid that Nobilis is extremely confusing for me to read through and understand.
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# ? Jul 17, 2011 20:15 |
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I'm running a homebrewed apocalyptic setting using Reign rules, but my regular group has slowed down due to real life recently. Would anyone be interested in a postapocalyptic Russian setting using Reign rules? Thinking of making a post tomorrow.
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# ? Jul 18, 2011 06:06 |
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That almost sounds like the best kind of postapocalyptic setting. Count me as interested.
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# ? Jul 18, 2011 07:28 |
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This thread is rapidly approaching the event horizon beyond which I will be unable to escape. Unknown Armies takes the cake for the (roughly human-level) occult underground game. Nobilis and In Nomine are my special obsessions (as evident by the screen name I stole from an IN demon prince).
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# ? Jul 18, 2011 07:42 |
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TurninTrix posted:That almost sounds like the best kind of postapocalyptic setting. Count me as interested. There ya go!
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# ? Jul 19, 2011 20:46 |
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Cantorsdust posted:I'm running a homebrewed apocalyptic setting using Reign rules, but my regular group has slowed down due to real life recently. Would anyone be interested in a postapocalyptic Russian setting using Reign rules? Thinking of making a post tomorrow. Definitely, sounds bitchin'.
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# ? Jul 19, 2011 20:49 |
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Cantorsdust posted:There ya go! This will be great. Meanwhile, I'm trying to tweak Wild Talents (or possibly REIGN) so I can try to run a game with giant robots on it (in a military application sort of way). I have ORE Mecha here for reference, which is really useful, but it seems to be set up for first edition so the examples don't quite line up. I heard there was supposed to be an expansion for this to accommodate second edition, but the last bit of news about it was dated... about three years ago. I'm not very keen on the differences between editions, so I wonder if trying to fit these rules on second edition will cause problems along the line, particularly with how miracles are built. Or would it be better if I used something like M&M instead?
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# ? Jul 20, 2011 10:22 |
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I am in almost the exact same boat. Basically, if you're running an all-mecha game with Wild Talents 2e, then all you need to do with the ORE Mecha pdf is to steal the rules for Size, understand that Mecha and Pilots have different point totals, and then make characters as normal. Ignore all the notes about powers, maybe use some of the qualities. If you want to do things the hard/"balanced" way, mecha pilots as an archetype would have Source: Technological and Permission: Super-equipment, and liberally use the Focus limit with the extra "Operational Skill (Mecha Pilot)", remembering to buy the Mech a Body, Coordination and Sense stat as well. Here's how the book summarizes making vehicles in general (which obviously includes robots you drive): Wild Talents posted:Build a set of Miracles to reflect what the vehicle can do. Start with some Body dice attached to the vehicle focus to define just how much weight your vehicle can carry around. Use the movement rules for the Body Stat (page 45) to start off, and add the Booster Extra to let it go faster. Finally, if you're like me and want to own everything ORE, you already have Monsters and Other Childish Things and the Bigger Bads supplement, which presents awesome streamlined set of rules for giving people mechs instead of monsters.
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# ? Jul 21, 2011 00:00 |
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Oh! I guess I never really read too much into the vehicles, since I thought it was mostly for wheels and treads. I'll go and give Essentials a closer look, thanks.Doc Hawkins posted:Finally, if you're like me and want to own everything ORE, you already have Monsters and Other Childish Things and the Bigger Bads supplement, which presents awesome streamlined set of rules for giving people mechs instead of monsters. I guess I know what rulebook I'm going to go after next.
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# ? Jul 21, 2011 03:05 |
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Even just glancing at the focus and vehicle rules in WT always lead to me thinking up how things like aircraft carriers and the TARDIS should work. It wouldn't be too hard to do mecha that way. I don't remember the ORE Mecha pdf being too interesting; though I don't remember if the size rules effected power capacities, with regards to range and all that. I remember seeing one of the example powers being a 4d 'railgun' harm/penetrate combo but by the numbers had a range of something like 100 yards, unless it's buffed up by virtue of being fired from a mecha.
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# ? Jul 21, 2011 10:49 |
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You could probably buff the powers with either if/then "part of a mecha suit" or the bulky flaw on a focus. Edit: There's a "limited environment" flaw that could do it too. Xand_Man fucked around with this message at 17:51 on Jul 21, 2011 |
# ? Jul 21, 2011 17:41 |
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Capntastic posted:I don't remember the ORE Mecha pdf being too interesting; though I don't remember if the size rules effected power capacities, with regards to range and all that. Hahaha, it totally doesn't! I hadn't noticed that at all. The Bigger Bads rules do, though. I don't mean to sell MaOCT as a general-purpose solution. It isn't one. Like, there are only five different levels of size, from people to Godzilla. And there are no rules for deciding which skills are the piloting skills. And the human characters combine stats and hit locations in a way that ORE doesn't. But I think it's a great game, and it has tiny rules in one tiny supplement that make a simple ORE mecha game seem within the realms of possibility.
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# ? Jul 21, 2011 17:56 |
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So my copy of Reign: Enchiridion arrived in the mail last week - fascinating reading, interesting rules. No setting or fluff. So I figured okay, maybe the first supplement would have the totally sweet details of this super-creative Heluso and Milonda setting. Nope. Do I have to buy an out-of-print edition of the core Reign book to get that cool setting? On his site, Greg mentions that the core book is on his Lulu store, but this is not so. There are two copies going for a $100 or so on eBay, but that is just out of my price range.
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# ? Jul 26, 2011 03:38 |
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You can grab the PDF or use one of the free settings (Nain or Ardwin for fantasy).
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# ? Jul 26, 2011 03:41 |
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JohnWilkesGoonth posted:You can grab the PDF From where? \/\/\/\/\/\/ Fantastic, I'll snag it tonight. I wish I'd realized that Enchiridion had the setting stripped out before I put down thirty bucks for it. =/ Squidster fucked around with this message at 03:48 on Jul 26, 2011 |
# ? Jul 26, 2011 03:45 |
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Squidster posted:From where? http://rpg.drivethrustuff.com/product_info.php?products_id=59095
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# ? Jul 26, 2011 03:46 |
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I, meanwhile, have been digging through the books reading about magic. And you know what I learned? On Heluso and Milonda, vampires have a mouth on their forehead, lizardlike scales and eat eyeballs to maintain their superhuman intellect magic. Best wizards.
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# ? Jul 26, 2011 03:58 |
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Another paycheck sacrificed to the altar of Stolze! I decided what the hey, if they have physical copies of the book for 40$ US, I might as well grab that and the PDF. ...The OP should really get a commission for this thread. Inspired by Liesmith's tales of paladin woes, I'm thinking of adapting the Curse of Chalion setting for use with REIGN. Chalion, a fantasy redress of 13th century Spain, has one of the simplest and most creative pantheon's I've found in fiction: Five gods and five gods only, namely Father, Mother, Daughter, Son and Bastard. I'm particularly fond of the Bastard - half trickster, half saviour. Where all the other gods judge and choose their followers, he unconditionally loves - lepers, sinners, victims and monsters alike can call on him without judgement. He can also sell true justice, at the price of your life. The Gods tightly adhere to the seasons - Daughter Spring, Summer Son, Mother Autumn and Father Winter, so I'm planning on redressing the magic to be primarily elemental in nature. Since magic is dangerous and powerful, only paladins and noblemen would be allowed to be trained in the four orthodox schools of magic, whereas any town warlock can fumble his way into the Bastard's service.
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# ? Jul 26, 2011 04:23 |
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Take a look at...I believe the First Year supplement PDF for basic guidelines to making new magic styles.
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# ? Jul 26, 2011 04:24 |
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Squidster posted:So my copy of Reign: Enchiridion arrived in the mail last week - fascinating reading, interesting rules. I'd emailed Greg about this same issue a week or so ago (since I ordered the hardcopies of year 1 and 2, I was hoping to get a hardcopy of the core book). He sent a reply a few days ago, saying GREG STOLZE! posted:It's effectively discontinued: They changed their software and now it will no longer print properly. Sorry.
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# ? Jul 26, 2011 04:29 |
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I picked up the softcover print and PDF version from http://www.indiepressrevolution.com/xcart/product.php?productid=16591 - they claim to still have 311 copies left.
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# ? Jul 26, 2011 04:33 |
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Squidster posted:The Gods tightly adhere to the seasons - Daughter Spring, Summer Son, Mother Autumn and Father Winter, so I'm planning on redressing the magic to be primarily elemental in nature. Since magic is dangerous and powerful, only paladins and noblemen would be allowed to be trained in the four orthodox schools of magic, whereas any town warlock can fumble his way into the Bastard's service. Why not leave the excellent theological/magical structure of Chalion intact? I think it would be perfect for Reign. You still have general-purpose magicians, but saints both full and petty would work excellently in a Reign-style game.
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# ? Jul 27, 2011 05:46 |
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To my memory, Chalion didn't have any mages, only saints. Saints who were totally awesome, but would be exhausting for a PC to portray. I think that the idea of a saint doesn't work well in RPGs - if one of the core themes of being a Chalion saint is obedience in the face of uncertainty, then the GM (who must speak for the god) might as well be puppeting the PC. And if the puppetmaster's commands lead into misfortune for the PC, then they're going to be righteously pissed that they followed the GM's railroad and still got screwed.
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# ? Jul 27, 2011 06:10 |
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RPGnow is having a "christmas in July" sale for the next four days. Many delightful Arc Dream pdfs on offer!
Doc Hawkins fucked around with this message at 08:36 on Jul 27, 2011 |
# ? Jul 27, 2011 08:34 |
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Are there any significant differences in the mechanics between Godlike, Wild Talents and Kerberos Club? I'm not really interested in the setting for WT, I have to confess. e; actually, does Enchyridion update the rules for Reign in any way, and if I get Kerberos Club, should I get the ORE version or the Savage Worlds one? Lemon-Lime fucked around with this message at 14:37 on Jul 27, 2011 |
# ? Jul 27, 2011 14:34 |
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Kerberos Club is a setting for WT or Savage Worlds. I don't know about the SW version but the WT version modifies existing rules but you still need the base rules to play. WT essential edition cost 10 bucks. WT is a setting free superhero ORE game. I've run a WT campaign since January. I made a thread about on the RPPR forums http://slangdesign.com/forums/index.php?topic=1088.0 WT is extremely versatile and I've run battles with up to 17 super powered characters fighting to the death (11 good guys vs 6 bad guys all 200+ points) Godlike is a WW2 themed supers game - all Godlike super powered characters have specific abilities - they can sense each other and negate other powers in a contest of willpower.
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# ? Jul 27, 2011 18:48 |
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Lemon Curdistan posted:Are there any significant differences in the mechanics between Godlike, Wild Talents and Kerberos Club? I'm not really interested in the setting for WT, I have to confess. quote:actually, does Enchyridion update the rules for Reign in any way e: here's what I wrote before about the skill creation system in KC: quote:Ruleswise, it's pretty much standard-issue 250 point WT, but with two additions: Convictions (which are basically the same as Motivations, but are rated with dice), and a free-form skill creation system. Evil Mastermind fucked around with this message at 19:06 on Jul 27, 2011 |
# ? Jul 27, 2011 19:03 |
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Enchiridon has the base Reign/ORE rules and the first year or so of free supplements (such as Nain's one-role creature creation). Fluff not included Godlike, from what I've gathered, is essentially an older edition of Wild Talents; the WT Essentials book has the Godlike archetype included.
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# ? Jul 27, 2011 19:07 |
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Evil Mastermind posted:WT version Kerberos Club has a freeform skill creation system that mirrors the power creation system, but otherwise everything's pretty much the same as core WT. I don't know about the Savage Worlds version. I seem to recall something about a Hero system version but I don't know if that ever happened. There's a Fate version coming out pretty soon too (like GenCon-ish). The skill system is baller as hell because it can make character creation VERY easy.
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# ? Jul 27, 2011 19:10 |
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I guess this is a good place to ask. My DM has informed me that he needs a break from DMing and asked if I would like to try my hand at it. We're a 4e group right now, and I'm sure everyone else would be happy if I just did another 4e game, but I'm digging the ORE actual plays from Role Playing Public Radio and kind of want to run this idea by them. Is there a good starter adventure for MaoCT, A Dirty World or Wild Talents that I could use to introduce them into the system? Of course I'd give them the choice of what they want to play, but I want to be prepared in case they actually want to try any of those systems. (I'm pretty sure they'll vote for 4e, which is fine, but you never know...)
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# ? Jul 27, 2011 21:05 |
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Pretty much every MAOCT adventure is suitable for new groups. There isn't much written for ADW as far as I know WT is a universal superhero game so adventures tend to be written for one of the existing settings. Personally, I would recommend getting Road Trip and forcing your group to play that campaign. Use the postcards to entice them. One of them was drawn by KC Green. :O
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# ? Jul 27, 2011 21:55 |
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clockworkjoe posted:Personally, I would recommend getting Road Trip and forcing your group to play that campaign. Use the postcards to entice them. One of them was drawn by KC Green. :O I was planning on picking that up anyway. It's just such an esotheric system that I don't know if they'll latch onto it as readily as they would a super hero system. CommaToes fucked around with this message at 22:21 on Jul 27, 2011 |
# ? Jul 27, 2011 22:04 |
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# ? Jun 8, 2024 08:37 |
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ThreeStep posted:the WT Essentials book has the Godlike archetype included. Ah, that's exactly what I wanted to know. I own Godlike but not WT, and the KC setting is what I'm interested in (along with the Godlike one, but I have the book already, and WWII supers fluff is pretty easy to come up with). Does WT essentials included all erratas etc., since I've noticed there's a Wild Talents second edition? If so I might just grab essentials + ORE KC.
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# ? Jul 27, 2011 23:55 |